Dragon Ball Fusion World has a reputation for being the easiest of Bandai’s card games to learn, and a large part of that comes from how few decisions the deck-building rules leave open. There are three of them, they are all published in the rule manual, and they are strict enough that a new player can build a legal deck on the first attempt. CardSpicy sets out what those rules are and how to use them.
Quick answer
A deck is one Leader card, held separately, plus between 50 and 60 Battle cards and Extra cards, plus your energy markers. Every card in the main deck must share at least one colour with the Leader, and you may run no more than four copies of any card with the same card number. Pick the Leader first: the Leader decides which colours you are allowed to play, and nothing else in the game constrains a deck as hard.
What a deck is made of
Fusion World prints three kinds of card, and only two of them go in the main deck.
Leader cards represent your main character. They sit in the Leader area, outside the main deck, and stay there for the whole game. A Leader is double-sided: the front prints one Power value and a set of skills, and when the conditions on the card are met it is flipped to its Awaken side, which is stronger. Because the Leader is always available from the first turn and decides the deck’s colours, it is the single most consequential card in the sixty.
Battle cards are the fighters. They have a Cost, paid by switching energy to rest mode, and they carry Power and Combo Power. Combo Power is what a card contributes when it is used to reinforce another card in a fight, which is why the useful measure of a Battle card is not its Power alone.
Extra cards are the one-shot effects. They also have a Cost, and most of them go to the drop area once used. Field Extra cards are the exception and stay on the table.
On top of the deck you need energy markers — the counters that let you pay for cards in the first turns before you have built up energy from your own deck. They are often the last thing a new player buys and the first thing that stops a deck working; the energy marker page explains what they are and why some of them are collector items.
The colour rule decides everything
Fusion World prints five colours, marked on each card by a pentagon holding a letter: R for red, U for blue, G for green, Y for yellow and B for black. The first deck-building rule is that a deck may only contain cards sharing at least one colour with its Leader. If your Leader prints only red, every card in the deck must include red. If your Leader prints two colours, the deck may use cards from either of them.
That single rule is what makes the Leader choice the whole decision. It is also why a card that looks strong in isolation can be unplayable for your deck: a superb green card cannot go anywhere near a red Leader. When you see a player describe a deck as “blue” or “yellow”, they are describing the Leader they built around, not a preference.
The four-copy rule, and the size question
You may include up to four cards with the same card number. That is the same ceiling most card games use, and it exists for the same reason: it stops a deck from being four copies of its best card plus filler. It also means the competitive default sits near the bottom of the legal range, because the fewer distinct cards you run at four copies each, the more often the deck does what it is designed to do. A player who tells you their deck is exactly the minimum is telling you they optimised for consistency.
Start from a Starter Deck
The cheapest way to learn the rules is not to build anything. Fusion World starter decks are complete, ready-to-play decks with a Leader, a play sheet showing where each card type goes, a rules sheet and the energy markers you need. The starter deck guide maps the range; the practical point for a new player is that a starter deck answers the three deck-building rules for you, and you can start learning the turn structure before you decide whether you want to commit to a colour.
The upgrade path that follows is straightforward: once you know which Leader you enjoy, buy the singles that make that Leader’s deck work instead of opening packs and hoping. The two are different purchases with different purposes, and our note on sealed product sets out where each one makes sense.
Playing it, not just owning it
Deck building only becomes a real decision once you have played, because the trade-offs are about tempo rather than ownership. A turn begins with a charge phase, in which your rested cards stand back up, you draw a card, and you may place one card from your hand into the energy area to pay for things later. Then comes the main phase, where you play cards and attack, and then the end phase. The player going second begins with one extra energy marker, a small head start that compensates for not moving first.
None of that can be judged from a card list. It is why we recommend a starter deck to anyone asking where to begin: the cost of finding out whether you like playing a colour is one preconstructed deck, and after that every purchase has a reason behind it.
Frequently asked questions
How many cards are in a Dragon Ball Fusion World deck?
Between 50 and 60 Battle cards and Extra cards, plus exactly one Leader card and your energy markers. The Leader is kept separate from the main deck and is not counted in the 50 to 60.
What are the colours in Fusion World?
Red (R), blue (U), green (G), yellow (Y) and black (B). The letter is printed inside a pentagon on the card, and the number beside it gives the specified cost of the card.
Can a deck use more than one colour?
Yes, if the Leader carries more than one colour. A deck may include any card that shares at least one colour with its Leader, so a two-colour Leader opens both of its colours. A card with a colour the Leader does not have cannot be included at all.
How many copies of a card can you run?
Up to four cards with the same card number. Some cards carry text that changes this limit for themselves, and the rule manual treats those as replacement effects on the standard deck-building rules.
What should a new player buy first?
A starter deck. It is a complete playable deck with a Leader, a play sheet, a rules sheet and energy markers, and it lets you learn the turn structure before you spend anything on singles.
Sources
Sources and further reading
- Bandai — the official DRAGON BALL SUPER CARD GAME Fusion World rule manual (Version 1.20), which sets out deck construction, the colour rule and the charge, main and end turn structure.
- Bandai — the official Fusion World event pages for the November 2026 Shop Battle and Ultimate Battle EX, and the BANDAI CARD GAMES Fest 26-27 Championship listing, which are the source of every prize card number quoted on this page.
- Bandai — the official Fusion World booster and starter-deck product listings and their published release dates, and the official card-list finder, which is the source of the set make-up quoted here.
- CardSpicy — the Dragon Ball card index, which tracks how many cards each character has and how many carry a graded value.
Event details, prize line-ups and product contents are taken from the publisher’s own announcements at the date stated and can change without notice. Prices quoted anywhere on this site are secondary-market observations and move quickly; nothing here is a valuation or an investment recommendation. Our own asking prices for the cards we hold are on each product page.
Where to go next
- The CardSpicy card index — every card we track, with its PSA 10 population and market history (195 cards).
- The illustrator index — every artist behind those cards, card by card (110 artists).


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